Kulan: Knightfall's Heroes of Carnell Game [IC]

Originally Posted by Scott DeWar
"Wait wait wait. no one needs to go down. I have this: " he digs in his kit and produces an iron pot. "we tie the rope on the handle and lower it down into the well and draw up the water. Simple."
Originally Posted by Scotley
Phar smiles at the quickly assembled water recovery device. "You are most ingenious and well equipped companions. Let's see if the water is potable, or at least cleaner than we are." he adds ruefully.
Using Aureus' rope and Quinn's iron pot, the group manages to scoop some water up from the well in the pot. The water brought up is stale and comes up with mossy greenery in the pot, but the water itself doesn't smell bad or look scummy.
 

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With a safe place to rest and some potable if a little stale water, the group can finally relax after a long day of climbing up the island and fighting through the tower. Everyone sleeps in shifts. Bodies are rested and healed while minds are cleared.

OOC: You can now change up spells and regain hit points for resting (1 hp per character level). Lorien gets back 1 point of lost Dex.
 


The crypt

Originally Posted by Scott DeWar
Quinn will also take a bucket full of water and with the shield will step out of the chapel area to clean it. upon finishig he returns to re-join every one.
Once he and the others have cleaned up and rest, the group heads back down through the cellar and across the stone bridge to look for any sign of the key. The dead centipede lies at the bottom of the chasm. The smell is still awful but bearable, even for Aureus' sensitive nose. Once across the bridge, the group enters an rough 10-ft. wide passage, which continues on for another 40 feet before splitting into two smaller 5-ft. corridors that branch away into the darkness. After the first 10 feet of the wide corridor, there is a perpendicular 10 ft. long carved corridor to the left that empties into a room that looks might be a burial room of some kind.
 


Originally Posted by Scott DeWar
Does it look like there are any possible rat nests in this room? Quinn wonders
Quinn steps closer to the entrance leading down into the room beyond. The room is obviously not a natural cave but a crypt carved out from the rock. It looks to be square in shape and the walls become smooth and uniform the deep Quinn looks into the dark. The light from Cruel Justice on Aureus' back brightens as she steps up next to the big man. Twelve stone sarcophagi stand within the room, each one carved with and eerie effigy of the person laid to rest inside.

Quinn sees no sign of any rat nests in the room.
 


A soft tinkling of steel on steel is heard as the gladiator slowly and care fully removes his spiked chain - the links bumping each other as they get disturbed in the loops he hold them in. He reaches in his haversack and draws a potion, drinks it and wounds heal on him from the liquid he quaffed. He discards the empty potion bottle outside the room in respect for the dead.

His hand with the weapon holds the handle while dropping the rest of it which lands with a loud clank !


ooc - Potion of Healing: 1D8+1 = [2]+1 = 3 (http://roll.coyotecode.net/lookup.php?rollid=138252)

what an under whelming roll. *sigh*
 


Originally Posted by Thateous
Aureus draws Cruel Justice and awaits its eager message.
The sword speaks to Aureus in her mind. "You have chosen to wield justice, furry one! We shall see now whether you are worthy! There is evil in this room. Go forward and slay it, Aureus Canis!"

OOC: Aureus must make a Will save against Cruel Justice's ego score (DC 19). If she fails, the blade gains dominance for the next 24 hours.

Originally Posted by Scott DeWar
A soft tinkling of steel on steel is heard as the gladiator slowly and care fully removes his spiked chain - the links bumping each other as they get disturbed in the loops he hold them in. He reaches in his haversack and draws a potion, drinks it and wounds heal on him from the liquid he quaffed. He discards the empty potion bottle outside the room in respect for the dead.

His hand with the weapon holds the handle while dropping the rest of it which lands with a loud clank !
Aureus, who is beside Quinn, draws Cruel Justice from the makeshift weapon sheath on her back and holds it up towards the room. The blade's light illuminates the entire room and Quinn can see nine moldering forms shuffling around that he couldn't not see earlier. Zombies! He knows them immediately, having faced such creatures in some of his worst matches in the arena.

Quinn is not sure if it is the light that makes them turn towards them or the sound of his chain hitting the stone floor.

Originally Posted by Scotley
With smooth grace Phar places an arrow on bowstring and stands ready for trouble.
One the magical sword is drawn, Phar immediately sees the undead in the room. The magical light seems to drawn them to attack like moths to to a flame.

OOC: Roll initiative!
 
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